#version 300 es
layout (location = 0x001) in vec3 pos;
out vec3 str;
layout (std140) uniform MATRIX
{
    mat4 v_matrix;              //视图矩阵
    mat4 p_matrix;              //投影矩阵
    mat4 vp_matrix;             //视图投影矩阵
};
uniform mat4 rotate_matrix;
void main(void) {
    str = pos;
    gl_Position = (p_matrix * rotate_matrix * vec4(pos, 1.0f)).xyww;             //使得输出的z深度最小(为1)
}
